;
;   CIVILIZATION CIVILOPEDIA TEXT
;   Copyright (c) 1999 by MicroProse Software
;
;   Altering the contents of this file may cause the
;   game to malfunction.
;

@PEDIAPICKCIV
@width=540
@title=Civilopedia: Civilization Advances
^^No Research is allowed in this scenario.
^^All technologies will be assigned with events.


@PEDIACIV
@width=480
@title=Civilization Advance
^^%STRING0
^


@PEDIACIVFACTS
^Allows government form of same name.
^Allows settlers to build zeribas.
^Allows settlers to build airbases.
^Allows settlers to build railroads.
^Allows settlers to improve farmland.
^Increases the effect of temples.
^Increases the effect of colosseums.
^Worth bonus points in Civilization score.
^Increases ship movement rates by one.
^Improves Spaceship thrust by 25%.
^Free civ. advance for first civ. to discover.
^Decreases the effect of Cathedrals.
^Cancels the effect of


@PEDIAPICKUNIT
@width=540
@columns=3
@listbox
@title=Civilopedia: Unit Types

@PEDIAUNIT
@width=480
@title=Unit Type
^^%STRING0
^

@PEDIAUNITFACTS
^Can see units two spaces away.
^Ignores enemy Zones of Control.
^Can make amphibious landings.
^Invisible to most enemy ships.
^Can attack aircraft in flight.
^May be lost out of sight of land.
^Ignores Zeribas.
^Can carry friendly air units.
^Can make paradrops.
^Treats all squares as road squares.
^Defense +50% versus units with a movement factor of 2.
^Only Fundamentalist governments can build.
^Destroyed after attacking.
^Defense +100% versus air and missile units.
^Can spot enemy submarines in adjacent squares.


@PEDIAPICKGOVT
@width=480
@listbox
@title=Civilopedia: Governments


@PEDIAPICKIMPROVE
@width=540
@columns=3
@listbox
@title=Civilopedia: City Improvements

@PEDIAIMPROVE
@width=480
@title=City Improvement
^^%STRING0
^

@;Palace
@PEDIAIMPROVE1
The Governor of Egypt eliminates corruption
and waste in Egypt, and decreases it in the
Sudan.

@;Barracks
@PEDIAIMPROVE2
A Barracks in your city will give back a severelly
wounded unit his full strength in just one turn.

@;Granary
@PEDIAIMPROVE3
Only half of city's food store is depleted when
city increases in size.

@;Temple
@PEDIAIMPROVE4
^A naziriyah is an administrative and local court under a
nazir, compromising several umudiyat (political division of
a few villages), used among nomadic and seminomadic Arab
groups. A naziriyah included either an entire tribe or a
section of a large tribe.
^Adding a naziriyah will make your citizens less unhappy.

@;Marketplace
@PEDIAIMPROVE5
The Suq, the market, is the core of any Arabic town. The amount
of trade taking place here increases your tax with 50%%.

@;Library
@PEDIAIMPROVE6
^A Khalwa is a small Islamic rural school that stressed
memorization of the Quran and provided some instruction
in the reading and writing of Arabic. 
^Increases science output by 50%%.

@;Courthouse
@PEDIAIMPROVE7
Assigning an Emir to this city will decreases corruption.
Emirs, however, dependable of their distance to the
capital, are not always entirely to be trusted, and
therefore they do not eliminate all corruption, but only
50%%. Also, as Emirs want to stay Emirs, cities become
more resistant to bribery. Also, for the French player,
one content citizen will become happy.

@;City Walls
@PEDIAIMPROVE8
A Zeriba is a very effective but simply constructed wall
of branches of trees. Units in a city with a zeriba are
tripled on defense versus ground attacks.

@;Aqueduct
@PEDIAIMPROVE9
A Hafr is an excavated water reservoir fed by rainfall,
and it allows the city to increase beyond size 8.

@;Bank
@PEDIAIMPROVE10
A Caravan Road will increase your tax and luxury output
by an additional 50%% (cumulative w/ Marketplace).

@;Cathedral
@PEDIAIMPROVE11
Makes four unhappy citizens content.

@;University
@PEDIAIMPROVE12
Increases science output by an additional
50% (cumulative w/ Library).

@;Mass Transit
@PEDIAIMPROVE13
Eliminates pollution caused by population.

@;Colosseum
@PEDIAIMPROVE14
Three unhappy citizens are made content
(four w/ Electronics).

@;Factory
@PEDIAIMPROVE15
Increases resource production in city by 50%.

@;Mfg. Plant
@PEDIAIMPROVE16
Increases resource production by an additional 50%
(cumulative w/ Factory).

@;SDI Defense
@PEDIAIMPROVE17
Protects everything within three spaces of
the city from nuclear attack.

@;Recycling Center
@PEDIAIMPROVE18
Decreases the pollution caused by factories.

@;Power Plant
@PEDIAIMPROVE19
Increases factory output by 50%.

@;Hydro Plant
@PEDIAIMPROVE20
Increases factory output by 50%.  Cleaner
than Power Plant, and generally safer than
Nuclear Plant.

@;Nuclear Plant
@PEDIAIMPROVE21
Increases factory output by 50%.  Cleaner
than Power Plant (same as Hydro Plant), but
there is a risk of Nuclear Meltdown unless
civilization has discovered Fusion.

@;Stock Exchange
@PEDIAIMPROVE22
Increases tax and luxuries output by an additional
50% (cumulative with Marketplace and Bank for a grand
total of 150%).

@;Sewer System
@PEDIAIMPROVE23
Allows city to grow beyond size 12.

@;Supermarket
@PEDIAIMPROVE24
Allows squares in the city's radius with
the "farmland" improvement (irrigated twice)
to produce 50% more food.

@;Superhighways
@PEDIAIMPROVE25
All squares in the city's radius with roads
(or railroads) produce 50% more trade.

@;Research Lab
@PEDIAIMPROVE26
Increases science output by an additional 50%
(cumulative with Library and University for a
grand total of 150%).

@;SAM Missile Battery
@PEDIAIMPROVE27
Units in city are doubled on defense against
air units and non-nuclear missile units.

@;Coastal Fortress
@PEDIAIMPROVE28
Units in city are doubled on defense against
shore bombardment by enemy ships.

@;Solar Plant
@PEDIAIMPROVE29
Increases factory output by 50%.  Cleaner
than all other forms of power.

@;Harbor
@PEDIAIMPROVE30
All ocean squares in the city's radius
produce one extra unit of food.

@;Offshore Platform
@PEDIAIMPROVE31
All ocean squares in the city's radius
produce one shield.

@;Airport
@PEDIAIMPROVE32
City produces veteran air units.
Any air unit spending its entire turn in the city
is completely repaired.

@;Police Station
@PEDIAIMPROVE33
Decreases unhappiness caused by troops away from city by 1.

@;Port Facility
@PEDIAIMPROVE34
City produces veteran naval units.
Any ship spending its entire turn in the city is
completely repaired.

@;Transporter
@PEDIAIMPROVE35
Not available in this game. The transporter or its
equivalent appears in the fantasy, sci-fi, and 
Alpha Centauri games. 

@;SS Structural
@PEDIAIMPROVE36
Forms the framework of your spaceship.

@;SS Component
@PEDIAIMPROVE37
PROPULSION COMPONENTS: Each P.C. increases the spaceship's thrust by 12.5%. 
Consequently, the vessel can handle, at most, 8 propul. components. 
FUEL COMPONENTS: Each F.C. provides enough fuel to power one thrust
component.

@;SS Module
@PEDIAIMPROVE38
POPULATION: Each module provides enough living space for 10,000 colonists.
LIFE SUPPORT: Each L.S. module generates sufficient food, air, and water to 
maintain one population module.
SOLAR PANEL: Each panel provides power for two modules.

@;Capitalization
@PEDIAIMPROVE39
Converts production into trade.

@;Pyramids
@PEDIAIMPROVE40
^The whole series of Pyramids in Northern Sudan and around Merowe
were built during the Meroitic era (350 BC to AD 350), a kingdom
which was influenced by Egyptian art and religion, but became
isolated, developing its own script and art.
^One extra happy citizen in every city.

@;Hanging Gardens
@PEDIAIMPROVE41
One extra happy citizen in every city.

@;Colossus
@PEDIAIMPROVE42
City produces one extra trade arrow in each square that
already produces one.

@;Lighthouse
@PEDIAIMPROVE43
^Pharaonic Egypt didn't stop where today's borders are. Many
ancient Egyptian Pyramids and temples still stand today largely
ignored by tourists.
^Most temples were erected to commemorate victories won by the
Pharaoh over local tribes, but local cultures also soon took over
Egyptian building styles.

@;Great Library
@PEDIAIMPROVE44
Civilization receives any civilization advance
already discovered by two other civilizations.

@;Oracle
@PEDIAIMPROVE45
^The influence of the Mahdi, even after his death, on the people of
the Soudan was so great that most people followed him blindly. Also
under his successor Abd'allah this loyalty remained strong (though
less than before).
^A Naziriyah allows twice as many people to stop being unhappy.

@;Great Wall
@PEDIAIMPROVE46
^The superiority of the British heavy guns was absolutely the
decessive factor in this war. The British Army was of course far
outnumbered, but the Dervishes were very poorly armed and had only
a few thousand rifles.
^Enemy civilizations must offer cease-fire/peace in negotiations.
Combat strength doubled against barbarians.

@;Sun Tzu's War Academy
@PEDIAIMPROVE47
^This feared gate was the only way in -and especially out- for the
thousands of slaves that were traded in this important port.
^No effect, just a symbol.

@;King Richard's Crusade
@PEDIAIMPROVE48
^The strong religious fanatism developped under the Mahdi greatly
improved the willingness of the people to work. This wonder is
here to represent this.
^Every square in the city's radius produces an extra resource
"shield".

@;Marco Polo's Embassy
@PEDIAIMPROVE49
^The British Empire consisted at its height of one fifth of the
total Earth. It had 7,7 times as many inhabitants in its colonies
as in England, and the land area of the colonies was 94 times the
size of Great Britain. 23% of the World lived under British rule.
^You receive a free embassy with every rival Civilization (so
your intelligence report will always be complete and you will
receive updates when other civilizations discover technologies).

@;Michelangelo's Chapel
@PEDIAIMPROVE50
Counts as a Cathedral in each of your cities.

@;Copernicus' Observatory
@PEDIAIMPROVE51
Doubles the total science output of city.

@;Magellan's Expedition
@PEDIAIMPROVE52
^The Tomb of the Mahdi in Omdurman was a wonderful example of
Arabic architecture in the Sudan. It was destroyed by Kitchener
in the battle of Omdurman, but rebuilt some 25 years ago to its
full earlier glory.
^If captured by the British, movement rate of all your ships is
increased by two.

@:Shakespeare's Theatre
@PEDIAIMPROVE53
All unhappy citizens in city are content.

@;Da Vinci's Workshop
@PEDIAIMPROVE54
Whenever one of your units becomes obsolete because of a new
technology you have discovered, it is immediately replaced
by an equivalent modern unit.

@;J.S. Bach's Cathedral
@PEDIAIMPROVE55
Decreases unhappy citizens on same continent by 2 per city.

@;Isaac Newton's College
@PEDIAIMPROVE56
Doubles the science output of each of the three science
improvements - library, university, and research laboratory -
in city. 

@;Adam Smith's Trading Co.
@PEDIAIMPROVE57
^For a short biography of Lord Kitchener up until this war, please see
the README.TXT file, under History.
^Pays the maintenance for all city improvements which ordinarily cost
1 gold per turn.  City improvements requiring more than 1 gold per
turn maintenance are not affected.

@;Darwin's Voyage
@PEDIAIMPROVE58
Two free civilization advances.

@;The Statue of Liberty
@PEDIAIMPROVE59
Eliminates the period of unrest between governments.
Also allows any form of government to be chosen, even if
the proper advance has not been discovered.

@;The Eiffel Tower
@PEDIAIMPROVE60
When you first obtain control of the Eiffel Tower,
Every civilization's attitude toward you is immediately shifted 25 points
in your favor (on a hundred point scale).  Attitudes continue to improve
gradually over time.  Other civilizations are also quicker to forget your
past transgressions.

@;Women's Suffrage
@PEDIAIMPROVE61
Counts as a Police Station in every one of your cities.
(Decreases unhappiness caused by troops away from city by 1).

@;Hoover Dam
@PEDIAIMPROVE62
Provides Hydro power to every city on every continent.

@;Manhattan Project
@PEDIAIMPROVE63
Allows nuclear weapons to be built.

@;United Nations
@PEDIAIMPROVE64
^* Free embassy with every other civilization.
^* Enemy civ's cannot refuse your peace treaties.
^* As a democracy, you can declare war 50% of the time
^  (peacekeeping missions).

@;Apollo Program
@PEDIAIMPROVE65
Allows construction of spaceship improvements.

@;SETI Program
@PEDIAIMPROVE66
Counts as a research lab in every one of your cities; effectively
doubles your science output.

@;Cure for Cancer
@PEDIAIMPROVE67
One extra happy citizen in each city.

@PEDIAGOVT
@width=600
@title=Civilization: Governments
The form of government you choose for your civilization will
affect the way resources are distributed in your cities, the
rate at which your citizens can produce and sustain new units
and city improvements, and the extent to which your citizens
have a say in the way you govern them.
^
Some forms of government, such as Despotism, Monarchy, and
later Communism and Fundamentalism, allow you to expand
rapidly, to produce and sustain large numbers of military
units, and to control your affairs completely.
^
Democracy and the Republic, on the other hand, give your
citizens the freedom to produce vast amounts of trade, which
increases your wealth and knowledge rapidly. On the other
hand, your citizens may grow unhappy when you send military
units out of your cities; also, your Senate may try to
interfere in your conduct of foreign affairs.
^
To change your civilization's government, you must have a
Revolution--select "Revolution" from the Kingdom Menu.  This
will entail a brief period of Anarchy.

@PEDIAGOVT0
@width=600
@title=Civilization Government: Anarchy
Anarchy represents not so much a government type as the
lack of any stable government. Anarchy occurs when your
civilization's government falls, or when you decide to
have a Revolution. After a few turns of Anarchy, you will
be able to reconstitute your government.
^
Anarchy is similar to Despotism, except that the corruption
rate is VERY HIGH (see entry for Despotism).  However, no
taxes are collected during a period of Anarchy, and no
scientific research is conducted.

@PEDIAGOVT1
@width=600
@title=Civilization Government: Despotism
^UNIT SUPPORT
Each unit above the city size costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Despotism has a HIGH rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Despotism, none of the science/tax/luxury rates may
be set higher than 60%.  ALSO, ANY SQUARE WHICH WOULD ORDINARILY
PRODUCE THREE OR MORE OF A RESOURCE (FOOD, SHIELDS, TRADE) PRODUCES
ONE LESS.
^
^HINTS
Because of Despotism's high rate of corruption, it is almost
always an inferior form of government.  Try to switch to a
Monarchy as soon as possible.


@PEDIAGOVT2
@width=600
@title=Civilization Government: Monarchy
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting an unhappy citizen into a content
citizen.
^
^CORRUPTION AND WASTE
Monarchy has a MODERATE rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Monarchy, none of the science/tax/luxury rates may
be set higher than 70%.
^
^HINTS
Monarchy is an excellent form of government for a young
civilization.


@PEDIAGOVT3
@width=600
@title=Civilization Government: Communism
^UNIT SUPPORT
Each unit beyond the third costs one shield per turn.
Settlers eat one food per turn.
^
^HAPPINESS
Up to three military units in each city will institute
"martial law", converting *TWO* unhappy citizens into
content citizens (so a total of SIX unhappy citizens can
be suppressed).
^
^CORRUPTION AND WASTE
Under Communism, state control of the economy eliminates
organized crime.  Your cities, therefore, experience no
corruption.
^
^SPECIAL
All SPY units produced under Communist governments are
given VETERAN status.  Under Communism, none of the
science/tax/luxury rates may be set higher than 80%.
^
^HINTS
Communism is best for large, far-flung empires which need
to maintain a large military.  Use your powerful spies to
steal technology from the capitalist pigs.

@PEDIAGOVT4
@width=600
@title=Civilization Government: Fundamentalism
^UNIT SUPPORT
Can support up to EIGHT units for free; additional
units cost one shield each.  Settlers eat TWO
food per turn.  ONLY Fundamentalisms may produce
FANATIC units.
^
^HAPPINESS
Under Fundamentalism, NO CITIZEN IS EVER UNHAPPY!
^
^CORRUPTION AND WASTE
Fundamentalism has a LOW rate of corruption.
However, Fundamentalism has the special disadvantage that
all SCIENCE is HALVED.
^
^SPECIAL
Improvements which convert unhappy citizens to
content citizens (Temples, etc.)
produce "tithes" equal to the number of citizens they would
otherwise convert.  They also require no maintenance.
The diplomatic penalties for "terrorist acts" committed by
your Diplomats and Spies are reduced.
Under Fundamentalism, none of the science/tax/luxury rates may
be set higher than 80%.
^
^HINTS
Fundamentalism eliminates all happiness problems and provides
an excellent revenue.  Scientific research tends to languish.


@PEDIAGOVT5
@width=600
@title=Civilization Government: Republic
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each military unit AFTER THE FIRST which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes one citizen in its home city to become unhappy.
^
^CORRUPTION AND WASTE
The Republic has a LOW rate of corruption and waste.  The
level of corruption in a particular city is based on its
distance from your capital.
^
^SPECIAL
Under a Republic, each square which ordinarily produces at
least one unit of trade produces an extra unit.
None of the science/tax/luxury rates may be set higher
than 80%.
^
^HINTS
Switching to a Republic can give an astounding boost to your
science and tax revenues, although you'll probably have to
divert some of your trade to luxuries.  It becomes more
difficult (and expensive) to keep an army in the field, but
building the Womens Suffrage wonder can help with this
problem.

@PEDIAGOVT6
@width=600
@title=Civilization Government: Democracy
^UNIT SUPPORT
Each unit costs one shield per turn.  Settlers eat TWO
food per turn.
^
^HAPPINESS
Each unit which is not in a friendly
city (or a fortress within 3 spaces of a friendly city)
causes TWO citizens in its home city to become unhappy.
^
^CORRUPTION AND WASTE
Democracies experience NO corruption or waste.
^
^SPECIAL
Under a Democracy, each square which ordinarily produces at
least one unit of trade produces an extra unit.
The units and cities of a Democracy are immune to BRIBERY
of all forms.
The science/tax/luxury rates may be set to any level
desired.
^
^HINTS
Democracies can produce spectacular amounts of revenue and
scientific research.  However, because of the severe
happiness restrictions on military units, this form of
government tends to be viable only for large, advanced
civilizations.  Increasing your luxuries rate and building
Wonders can help alleviate this problem.

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